import sys
from time import sleep

import pygame
from settings import Settings
from game_stats import GameStats
from button import Button
from ship import Ship
from bullet import Bullet
from alien import Alien
from scoreboard import Scoreboard


class AlienInvasion:
    def __init__(self):
        pygame.init()
        self.clock = pygame.time.Clock()
        # self.screen = pygame.display.set_mode((1200, 800))
        # pygame.display.set_caption("Alien Invasion")
        # self.bg_color = (230, 230, 230)

        self.settings = Settings()
        self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))
        pygame.display.set_caption("Alien Invasion")

        # 统计游戏信息的实例
        self.stats = GameStats(self)
        self.sb = Scoreboard(self)
        self.ship = Ship(self)
        self.bullets = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()
        self._create_fleet()
        self.game_active = False
        self.play_button = Button(self, "play")

    def run_game(self):
        while True:
            # self.screen.fill(self.bg_color)
            self._check_events()
            if self.game_active:
                # 飞船
                self.ship.update()
                # 子弹
                self._update_bullets()
                # 外星人
                self._update_aliens()
            self._update_screen()
            self.clock.tick(60)

    def _update_bullets(self):
        # 更新子弹的位置
        self.bullets.update()
        # 删除消失的子弹
        for sprite in self.bullets.copy():
            if sprite.rect.bottom <= 0:
                self.bullets.remove(sprite)

        self._check_bullet_alien_collisions()

    def _check_bullet_alien_collisions(self):
        collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, False, True)
        if collisions:
            for value in collisions.values():
                self.stats.score += self.settings.alien_points
                self.sb.prep_score()
                self.sb.check_high_score()
        if not self.aliens:
            self.bullets.empty()
            self._create_fleet()
            self.settings.increase_speed()

            self.stats.level += 1
            self.sb.prep_level()

    def _check_events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
            elif event.type == pygame.MOUSEBUTTONDOWN:
                mouse_pos = pygame.mouse.get_pos()
                self._check_play_button(mouse_pos)
            elif event.type == pygame.KEYDOWN:
                self._check_keydown_events(event)
            elif event.type == pygame.KEYUP:
                self._check_keyup_events(event)

    def _check_keydown_events(self, event):
        if event.key == pygame.K_RIGHT:
            self.ship.moving_right = True
        elif event.key == pygame.K_LEFT:
            self.ship.moving_left = True
        elif event.key == pygame.K_q:
            sys.exit()
        elif event.key == pygame.K_UP:
            self.ship.moving_top = True
        elif event.key == pygame.K_DOWN:
            self.ship.moving_bottom = True
        elif event.key == pygame.K_w:
            self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
            self.settings.screen_width = self.screen.get_rect().width
            self.settings.screen_height = self.screen.get_rect().height
        elif event.key == pygame.K_e:
            self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))
        elif event.key == pygame.K_SPACE:
            self._fire_bullet()

    def _check_keyup_events(self, event):
        if event.key == pygame.K_RIGHT:
            self.ship.moving_right = False
        elif event.key == pygame.K_LEFT:
            self.ship.moving_left = False
        if event.key == pygame.K_UP:
            self.ship.moving_top = False
        elif event.key == pygame.K_DOWN:
            self.ship.moving_bottom = False

    def _update_screen(self):
        self.screen.fill(self.settings.bg_color)
        # 更新屏幕上的图像，并切换到新的屏幕
        for sprite in self.bullets.sprites():
            sprite.draw_bullet()
        self.ship.blitme()
        self.aliens.draw(self.screen)
        self.sb.show_score()
        if not self.game_active:
            self.play_button.draw_button()
        pygame.display.flip()

    def _fire_bullet(self):
        if len(self.bullets) < self.settings.bullet_allowed:
            new_bullet = Bullet(self)
            self.bullets.add(new_bullet)

    def _create_fleet(self):
        alien = Alien(self)
        # alien_width = alien.rect.width
        alien_width, alien_height = alien.rect.size

        current_x, current_y = alien_width, alien_height
        while current_y < (self.settings.screen_height - 7 * alien_height):
            while current_x < (self.settings.screen_width - 2 * alien_width):
                self._create_alien(current_x, current_y)
                current_x += 2 * alien_width
            current_x = alien_width
            current_y += 2 * alien_height

    def _create_alien(self, current_x, current_y):
        new_alien = Alien(self)
        new_alien.x = current_x
        new_alien.rect.x = current_x
        new_alien.rect.y = current_y
        self.aliens.add(new_alien)

    def _update_aliens(self):
        self._check_fleet_edges()
        self.aliens.update()

        if pygame.sprite.spritecollideany(self.ship, self.aliens):
            self._ship_hit()

        # 外星人到屏幕底部
        self._check_aliens_bottom()

    def _check_fleet_edges(self):
        for sprite in self.aliens.sprites():
            if sprite.check_edges():
                self._change_fleet_direction()
                break

    def _change_fleet_direction(self):
        for sprite in self.aliens.sprites():
            sprite.rect.y += self.settings.fleet_drop_speed
        self.settings.fleet_direction *= -1

    def _ship_hit(self):
        if self.stats.ships_left > 0:
            self.stats.ships_left -= 1
            self.sb.prep_ship()
            self.bullets.empty()
            self.aliens.empty()
            self._create_fleet()
            self.ship.center_ship()
            sleep(1)
        else:
            self.game_active = False
            pygame.mouse.set_visible(True)

    def _check_aliens_bottom(self):
        for sprite in self.aliens.sprites():
            if sprite.rect.bottom > self.settings.screen_height:
                self._ship_hit()

    def _check_play_button(self, mouse_pos):
        button_clicked = self.play_button.rect.collidepoint(mouse_pos)
        if button_clicked and not self.game_active:
            self.settings.initialize_dynamic_settings()
            self.stats.reset_stats()
            self.sb.prep_score()
            self.sb.prep_level()
            self.sb.prep_ship()
            self.game_active = True

            self.bullets.empty()
            self.aliens.empty()

            self._create_fleet()
            self.ship.center_ship()

            pygame.mouse.set_visible(False)


if __name__ == '__main__':
    ai = AlienInvasion()
    ai.run_game()
